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 | PC Games Gabe Newell Interview (Translation)
Source: PC Games Magazine
Original URL: N/A
Translation from German by Tek
October 25, 2004
On pages 100-101 of PC Games (DE) November issue, there was an interview Valve's Managing Director Gabe Newell. This is the translation:
PCGames: Gabe, before you started developing you told the devteam that money does not matter - Only at the end it had to be the best game ever created. Has this worked out for you?
Gabe Newell: Yes, now that we're done, I think we achieved what we aimed for. I'm very proud of the team. I don't mean that we want to compare HL2 to other games or to look down upon them but more in the sense of that we had an idea of
what the next step would have to be, what we wanted to achieve concerning
Characters, the (game) world and gameplay - and I've got the feeling that we
did really good.
PCG: What are the three most important strengths of HL2?
GabeN: Characters and physics would be number one and two. Putting everything together, to bring the integration, the artistic and the acoustic design to
the level of the graphical programming, that's probably the third most
important factor.
PCG: We liked how varying HL2 is: Each chapter has its own feeling.
GabeN: The game contains a lot of strands and character developments; there are many factors we considered for the game flow. How often do you scare the player, how often are they fighting or exploring? Additionally we had to take care
of the consistent introduction of new gameplay elements. If you take a close
look at the timing you will find pretty constant intervals.
PCG: What went wrong during the development?
GabeN: The greatest catastrophe is our continued inability to keep to schedules once we've made a date public. It's very frustrating for the players, the
dealers and of course for us as well. That's probably the greatest problem
we have. We know how to reach a certain level of quality, but then we begin
to spin when we start to project dates. We haven't been able to do that
during the development of HL1 either.
PCG: The next Valve project will be the Multiplayer Shooter Team Fortress 2. will we have to wait another six years for Half-Life 3?
GabeN: No. I think we're at a point where we will release games much more
regularly. We have the tools established, the characters, and the gameplay
options, so we can get this rolling a lot faster. Many of what we have done
in the past was aimed to bring us to a point where we could efficiently
produce games. All aspects of a game have so much complexity, be it a single
character or a building. I believe that we're now in a good condition, and
for the teams sake we don't want to just disappear another six years. I think
our people would run out of the building screaming.
PCG: How many people have worked at Half-Life 2?
GabeN: The number of internal staff who took part in the HL2 development should be around 50 persons. If you add the dubbing artists or testers it'll be around
another 50 persons.
PCG: We almost don't dare to ask - but how much did approx. HL2 cost?
GabeN: I will wait until we actually start selling before we get to calculate it.
At one point our financial guy, Pat Goodwin, said: "Well, we've now spent
around 40 Million Dollars" and I replied: "I don't want to hear that anymore,
just don't give me updates on these figures anymore!"
PCG: Do you still have enough room for creativity and possibly more games in the Half-Life universe?
GabeN: We try to set up a framework for interesting stories. I think that the
events in Half-Life 2 leave a lot of room for more to come. For example, two
of my favorite characters, Alyx and Dog: I would love to have the time to
create something new with these two. Other people in our team have their own
favorites. We're working towards evaluating the story potential of other
characters for other projects.
PCG: What action opponent has made you more nervous, FarCry or Doom 3?
GabeN: Hard to say, I'm a fan of the original Doom series but don't know that much about FarCry. The release of Doom 3 was very exciting for me, because it was
because of Doom that I actually got into the gaming branch - I'm pretty much
a Doom fanboy. We're not really concerned because of the other titles - just
because I think our branch is no null sum game (?). Many people will have
bought Doom 3 right in the beginning and played it through by now. The
better it is, the more they're looking forward to the next action game.
PCG: On what area of game development is the next breakthrough due?
GabeN: We now have so many tools, that we really have to learn how to properly use them. A lot of it is craftsmanship - understanding how to build up
dramatical scenes or how to use our non-linear animation system. The result
is the interaction of art plus artificial intelligence that take place in
the same moment to create this kind of game experience. So, instead of
looking for the next great challenge, we're now consolidating. Because we
have the feeling that we didn't even scratch the surface yet.
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